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badkuma
08-18-2003, 05:12 PM
Hello, I've just started to learn how to use Maya. And the first complex model I've decided to go for ended up being the GT40. This is what I have so far. Its using the poly-smooth method.
http://www.badkuma.com/images/gt40_01.jpg

I need help with making some of the holes and corners! Could someone explain how to punch square holes into rounded shells using the poly-smooth method? This is how I'm doing it, but I'm finding that it still pinches the surface, and its really hard to make it smooth.

http://www.badkuma.com/images/poly-1.jpg
http://www.badkuma.com/images/poly-2.jpg

Any help is much appreciated.

Goon
08-19-2003, 09:29 PM
Nice car:thumbsup:

This sunk fast. Not sure how much i can help but at least your post wont dissapear.

a: are you using cps, smooth proxy, or subd. what doesnt really matter as far as smoothing algorithms, but if its cps at least you can see what the smoothed mesh underneath looks like.

b: you have either a triangle or a really stretched quad coming in from the upper left corner. even quads can pinch if you distort them enough. also not that you have a five point pole at the source of the pinch. i havent looked at maya's smooth methods but at least in wings such a five edged pole disrupts the flow of the mesh as much as having a 3 or 5 sided poly. Try getting it to a 4 edge only intersection. that should improve things.
-if its a triangle you can split the beveled corner in two and make the triangle a quad with a tiny amount of real estate on that edge. not a great solution but it might work.
-if its a quad and simiply really distorted you might want to change the mesh or add a closer edge loop to make the quad smaller.

badkuma
08-19-2003, 10:00 PM
Thank you for your help, Goon!

I'm using Smooth Proxy. And I've pretty much tried to avoid creating triangles. So its all quad, but too many and moving to one point too closely. The thing is when its a flat surface its ok, but this square angled cut is near a curve. It seems to work better when I cut more faces around it, but 'too many faces'... isn't that a bad thing?

I've modeled a car before, but it was in max, and it was using splines... I'm finding modeling with proxy smooth and on maya a lot easier to control though :p

thanks again!

graffb
08-20-2003, 06:37 PM
Very godd start...
post wire

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